Feel free to approach either of the concepts however you like but I'd recommend making it as modular as possible to save time and keep things optimized. It's really up to you, and as long as you are learning, it doesn't matter right?

Also if you want to change up either concept a bit, as some people wanted, then feel free. Interpret these concepts to your liking.

There are some things that I would like to point out to for newcomers.
If you only want to do a few props as best you can, then feel free to go ahead and do it. This way you can gradually work on building up to a full scene before diving head-first into the whole ordeal.

Please read all the rules before starting.

When you are just starting out making a scene, it can seem complicated or imposing, so take the time to break it down.

Think about how you can re-use assets, re-use textures, break it down as simple as possible and plan it out. A lot of people will break it down in their own way when they start out their challenge. Gather some reference images as well for different parts of the scene, maybe gather some refs and make it your own.

Take your time planning and blocking out, it will set you up for success later on.

Here are some specifics.

Try to post one critique for every post that you make. This will make for a better learning environment and help us all grow as artists.

You must make your own textures, no stealing. We can't keep you from doing it, but the goal is to learn. You can use other textures and images to create your final texture, but please, no blatant copying of another artist's work.

You must use a game engine to present your work. Unreal Engine and CryEngine are very common engines that can be used, but feel free to use any alternatives that you want.

You must try your best and finish as much as you can in the time frame provided.

Post what you are working on in this thread so that way it's a more centralized place for advice and critique. We don't need to have 1000 disjointed threads littering the forums.

I would strongly encourage you to go and look at other games and see how they make their assets as well as get concept art to give it your own feel, but it must stay very close to the concept, if not super close.

Please stay away from using Ddo. It's great if you know what you're doing, and for a production pipeline supplement, but other than that, please don't use it. Ndo2 is allowed. This was talked about in the other thread, so please don't complain.

Well that's about it. If you think that any rules should be changed, or there should be new additions to the rules, please let us know.

All that matters is that you learn, while being able to effectively critique others, as well as accept critiques on your own work. Remember to have fun. Cheers!

@Rawbert current state of your project looks pretty great, if you don't mind I might look to reference the ceiling blockout from your project since I've had some problems "reading" the concept art.
Keep it going, man!

I did a whole bunch of "modular" parts, mainly for the ceiling part of the scene (pipes, vets, etc.). Still the blockout phase though, and it's going to be like that for some time. Kinda hesitating to go making materials since I have a really slow machine and Substance Designer crashes and freezes very often. Gotta endure though.

Here's the screenshot:

@kadart3d Good star, I gotta say. Keep it going. Wish you best of luck.

Is it cool to use substance designer? Think I am gonna have a go at the environment.

I think the "thread rules" air quote says please stay away from using things like dDo and so on and then it refers to another forum post but honestly I don't see why you couldn't. I feel that as long as you are learning and becoming a better artist, no one should make a big deal out of it.

how are people going about getting the correct perspective, do you guys set it up in maya some how or are you just doing it by eye? btw looking nice from all so far, ill join in soon when im not busy -_-

Is it cool to use substance designer? Think I am gonna have a go at the environment.

The problem with Ddo is that there is a tendency for new artists to hit the generate texture button and allow Ddo to do all of the work. The new artist doesn't really learn or grasp anything by doing that. This is meant to be a learning/improving experience. I know this isn't the case for everyone that uses Ddo and artists that know what they are doing can use it to automate tasks that they would have had to do manually, which is great.

But because of this, it's just easier to encourage participants to avoid using Ddo for their texture work.

Substance Designer is another beast entirely. There isn't really a one click generate texture button. You have to build up your materials with nodes much like you would do with layers in Photoshop. You still have to know what you are doing and understand what makes up a material to get good results. Being node based, allows the workflow to be entirely non-destructive and better organized/readable as well.

So I think Substance Designer is perfectly acceptable to use for these challenges.

It might be cool to include pics of your graphs, so others can try and follow along and see what might be going on under the hood to create those textures.

how are people going about getting the correct perspective, do you guys set it up in maya some how or are you just doing it by eye? btw looking nice from all so far, ill join in soon when im not busy -_-

I basically just break down the image and determine whether a certain section is smaller or whether its bigger. Once you have a main section that is relatively correct then the rest of it kinda falls in place.

Hey everyone! This is my first post here at the forums, so I figured what better way to start joining the community then to participate in some challenges! This is my first time modelling a gun and I'm having a few issues but I'll say no more and post a photo

I'm not quite sure how to do the cutouts in the main round section where the pipes enter, does anyone have any tips?

how are people going about getting the correct perspective, do you guys set it up in maya some how or are you just doing it by eye? btw looking nice from all so far, ill join in soon when im not busy -_-

I set it up in Maya, by setting up some planes for the floors and walls. Then I make a new camera and put an image plane on it. position the camera so the grid lines up with the floors.

Then I find it pretty easy to adjust everything and place new things where needed.

This image is kinda hard to line up, some of the perspective is off a bit.

Greetings again!
I haven't made much progress today, as I was procrastinating a bit. Anyhow, I've managed to make some barrels, drawers and a kickass chair.
As a side-experiment, I have made a night version of the level just to see how it would look like. To me it looks promising. I might dabble in that when I finish the main version of the project.

@_Sorin_: you finished this asset pretty quick, well done. personally i dont like the colors at all. the gun (personally) should give a "sci fi" look and feel, and right now its just metal with a brownish color. Define the materials better, give it more color variation. I'd start with a simply sideview screenshot and start painting flat colors on it and try different things out.